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DefinitelynotJK

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  1. Hello everyone. As the title would suggest I am running a campaign of Through the Breach (Northern Aggression mixed with other modules), however I've noticed a few issues while playing. To simply cut to the chase: 1) The Reinforced Armor Modification - From Into the Steam (Page 174), after a player brought it to my attention, this thing has to be a joke, right? It gives you a stackable Hard to Wound that only costs 12 scrip. Now considering the only way that I can recall getting Hard to Wound is through being a specific type of Stitched or using a Destiny Step, this thing seems fundamentally broken. What I then ask is what to do with it? I know Into the Steam's an old book now and that a lot of its material got updated for 2E, and due to this mod not being included, do I remove it as an option (effectively banning it)? If so, then does that apply to all the other gear from ItS that didn't get ported to 2E? 2) Barbed Whip - Within the Core Book, the Barbed Whip (Page 226) is listed as having a range of Melee 3. Yet then the stats for the Guild Huntmaster (Page 321, Core Book still) is listed as having a Barbed Whip with a range of Melee 2. And whilst I've noticed that NPC's often use differing attack profiles on weapons, everything described in the Huntmaster's attack suggests it's just using the regular stats of the whip. So what range does this weapon have 2 or 3? Is the equipment listing wrong or is it the Huntmaster's stat block that's incorrect? Or is it supposed to be this way? After skimming through all errata, nothing's laid light to this discrepancy (if it even is one to begin with). 3) How do you actually kill subordinates? - Excluding instakill effects (talents, suffocation, etc) how as a Fatemaster are you supposed to kill a Fated's subordinates rules as written? As whenever they drop to negative wounds, they simply fall unconscious and take a critical effect. But provided you have some form of healing / critical effect removal, they can't die. I guess an enemy could stand over their unconscious body and waste actions on them, but beyond zombies or certain beasts, is that really going to happen? What I've had in mind is a loose house rule (that hasn't come up yet, but one I've thought of to consolidate this issue) that 'if the subordinate is reduced to a number of negative wounds equal to its maximum wounds, it is killed.' So if it has 4 maximum wounds and is brought to -4, it's dead. Maybe half of maximum wounds (so in this example, -2)? These issues have been bugging me nonstop so if anyone has any answers, you have my eternal thanks 😄.
  2. Hello everyone, to be as brief as possible, I'm confused on how upgrades work between 2nd edition and 1st edition splatbooks (e.g. Steam, Bayou, etc). The confusion comes from how in 2nd edition, in the upgrades section it states that fated have 2 upgrades they can spend on their characters. Yet, in the splatbooks it mentions that players get 1 (as 1st only gave you one). Do fated naturally get 2 because we're playing 2nd edition and that retcons the previous versions? Or, is it because they would normally get 1 from the tarot they're using, they only get 1? Thank you.
  3. Hey all, To cut to the chase, I've got a player who's interested in the Ghoul pursuit and I was wondering how does Well Fed interact with his derived aspects. Do they increase as his physical aspects increase? If so do some not increase (e.g. like wounds)? And just as a quick sidenote, said player took Mostly Blind as a general talent (the big thing is that it requires -1 grace). If he increases his grace stat with Well Fed, does that go away as he doesn't meet the requirement, or is it because his core stat is -1 regardless of any temporary increases he still gets the talent? Thank you!
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